I think the key to having a unique and interesting tech tree is to have the tree branch very early with a lot of options early on . Then you reward the player for investing resources in each one, and make it a little more expensive to try and do each one. I guess the easiest example I could use for this is with warfare, where you could have research into the basic weapons and then go to basic types like it is now, then as someone suggested have things like
sur17
Sooo I'm trying to figure out for the life of me why it's not worth it to create or use a lady sovereign and just marry Janusk on the first turn to start pumping out little adventurers... That is to say, I'm trying to figure out a way for Elemental to more strategically integrate offspring into the game. As it is now, there's no reason not to marry some random dude wandering around the wasteland and get your happily married couple to have 16 kids. Before feature lock I'd love to see b
It's counterintuitive to me to think that beta-entrants would be angry, if anything I'm extra-double-triple pleased that we get to see the game with its bells and whistles attached [e digicons]:D[/e]
I think this is an elegant solution to this problem, which I've also noticed. The "grid" of having being able to use off-type mana at twice cost and not use opposite mana at all allows for both luck and strategy to play a role, especially if somehow a sovereign ruled a minor empire with limited shard access (AI or human!). Without it, I think my instant strategy in most games would be to simply blitzkrieg the enemy to deny them their mana access- which is smart game-wise, but not nearly as fu
First off, apologies if this topic has been addressed, I searched through the forum and it seemed to me like this hadn't been specifically addressed - I know there are some plans in the works for special/unique sites, but so far details seem hard-to-find. So here're my two cents [e digicons]^_^[/e] In playing the game, I noticed there were occasionally huge swathes of forest covering parts of the continent.. this works well in the context of the fantasy world and in the medieval cont
This is a pretty interesting concept, especially given that there already seem to be a number of food resources in the game! Having different races utilize them differently would definitely lend to the atmosphere. I can think of a number already, from wild mushrooms in the barren lands to ... well, if the Fallen ride bears, they probably don't have a lot of use for horses [e digicons]}:)[/e]
[quote who="ckessel" reply="24" id="2551287"]One thing that typically happens with these traits is a few end up just clearly inferior or superior and always chosen. Maybe not by a bunch, but such that the community consensus always ends up with something like "Never choose ugly." However, that leads less variation in actual characteristics used.[/quote] What I would like to see, and what might perhaps be an incentive to choose these "less useful" traits is if you could
It looks like a Horrukh to me. All of these creatures look excellent! Just the kind of atmosphere we needy gamers expect from our fantasy worlds :) Is it safe to assume the races of men will also have some analogues, or in the tradition of GalCiv2 their own crazy powerful beasties? Because otherwise, it might be hard for me to stop my Umberdroths and Sions from running amok in the world... [e digicons]O:)[/e]